HOWTO: Make A New Nexuiz Playermodel.

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Wed May 27, 2009 6:57 pm

Thu May 28, 2009 4:22 am

  • Taiyo.uk wrote:It's the first time I've rigged a model to the pyria armature, here's the .blend:

    http://www.haosredro.com/nex/model-karo ... nes2.blend


    The offending bones are super heavily rotated in pose mode; go to pose mode, select each of those arm bones and set all its rotation values to zero. Then the mesh looks fine in its rest pose.

    Also though, the bones are not placed inside the mesh; you need to place them so that the joints in the skeleton sit where the creature's real life joints would be, or else you get extremely unnatural results when you rotate bones to create the animations.
    Flying Steel
    Keyboard killer
     
    Posts: 623
    Joined: Fri May 08, 2009 9:13 pm

Thu May 28, 2009 9:48 pm

Sun May 31, 2009 4:03 am

  • Weird. If I were in your shoes (and will be eventually), what I'd do next is try to isolate the problem, by taking pyra (or whatever her name is) herself, with her skeleton and model siting in blender after you imported her (you already imported her skeleton for the trogdor guy model, so it's established that the import works) and export her the same as you did for your model using the same script and everything. See if you get the same problem with this model in Nexuiz.

    If so, then it's definitely something obviously wrong with this script. If it's div's script, he'll probably want to look into this problem when he gets the time. I believe he wanted feedback help with this from an artist, and now one of us (you to be exact :)) has finally gotten to it.
    Flying Steel
    Keyboard killer
     
    Posts: 623
    Joined: Fri May 08, 2009 9:13 pm

Sun May 31, 2009 5:19 am

Sun May 31, 2009 3:55 pm

  • ai wrote:If it's Div0's Blender script then there's nothing wrong with that. It has already been tested a bit by Morphed and it worked fine.


    Never underestimate the dark will of a content pipeline to destroy without reason. :wink:

    It could be that by doing anything just a little differently with the content creation or export process from whatever Morphed did with his character model(s), Taiyo has uncovered a bug of some sort which is causing this probably undocumented issue.

    So in my experience, the best way to find the cause of an unknown problem (without knowledge of the code) is to apply KISS and run tests that introduce new variables in baby steps. The first of these is to export from the content creation suite using the same export script the problem is occuring with, a rigged model that we already know works in-game, imo.
    Flying Steel
    Keyboard killer
     
    Posts: 623
    Joined: Fri May 08, 2009 9:13 pm

Wed Jun 03, 2009 12:16 am

  • I'll have a go building a known working model when I get a chance. Failing that I'll try using the carni skeleton as this seems to fit the model somewhat better.
    Taiyo.uk
    Alien trapper
     
    Posts: 436
    Joined: Mon Apr 17, 2006 8:48 pm
    Location: Reading, IN-GER-LUND!!!

Wed Jun 03, 2009 3:20 am

  • Cool, I'd be curious to see what results you get.
    Flying Steel
    Keyboard killer
     
    Posts: 623
    Joined: Fri May 08, 2009 9:13 pm

Fri Jun 12, 2009 2:16 am

  • Taiyo.uk wrote:Now, it did export, and the animations do work, but there appears to be some geometry scaling issues that can only be described as "OMFGWTFSTICKMANHAX?!?!" The model has been turned into a stickman:
    http://www.haosredro.com/nex/img/wtfstickman1.jpg
    I can see his little head if I zoom in, but everything else has been "sticked":
    http://www.haosredro.com/nex/img/wtfstickman2.jpg

    Has anyone else had this problem?


    This is because you scaled down the model. The SMD script doesn't handle tranformation of the armature properly. The best thing to do is LEAVE THE ARMATURE IN PLACE AND SCALE ONCE IMPORTED.
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Fri Jun 12, 2009 11:14 am

  • Naw, that problem was due to th HL2 exporter. It would do this with known working models too. This particular issue was solved when I used Div0's export script. The problem I'm having now is strange deformation of the model as detailed in my previous posts.
    Taiyo.uk
    Alien trapper
     
    Posts: 436
    Joined: Mon Apr 17, 2006 8:48 pm
    Location: Reading, IN-GER-LUND!!!

Fri Jul 03, 2009 8:11 pm

  • can anyone advice an smd exporter for maya 2009 that fits to nexiuz ?
    and a question: can exporter actually export animation when bones are controlled trough something else (for example I use locator with point modificator to orient bone and so on..)
    Sinister
    Newbie
     
    Posts: 9
    Joined: Wed Jun 17, 2009 1:51 pm
    Location: Kiev,Ukraine

Fri Jul 03, 2009 10:31 pm

  • @Sinister:
    Here's a link to a guide I wrote: http://forums.alientrap.local/viewtopic.php?t=3813
    I am working on even some video tutorials explaining exactly this. In there are ways described for smd exporters.
    As for your question about locators. Yes, the smd can export the animations no matter how you control the bones. All it wants and cares about are the actual animations, not how it is controlled. You just have to select the skeleton when exporting unless you 'export all' so to speak. I never use that and only use 'export selection', I like to be clean in my doings.

    Cheers.
    User avatar
    ai
    Forum addon
     
    Posts: 2131
    Joined: Sun Mar 05, 2006 3:54 pm
    Location: Behind you

Sun Jul 05, 2009 8:42 am

  • thanks ai
    I was little afraid because in this topic were a lot of
    that problem was due to th HL2 exporter

    and so on :)
    Sinister
    Newbie
     
    Posts: 9
    Joined: Wed Jun 17, 2009 1:51 pm
    Location: Kiev,Ukraine

Thu Aug 20, 2009 4:08 pm

  • i have a quick question.

    what is the difference between md2 and md3? because blender can export in md2 format. I am wondering if you could do anything with that.

    -yoda
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

    -Archon
    User avatar
    Yoda almighty
    Alien
     
    Posts: 151
    Joined: Thu Aug 20, 2009 2:19 am
    Location: somewhere in the void


  • If I remember correctly, md3 has same features of md2(no skeleton exported but keyframes of actions:run,walk,and so on) plus tags. So there's a tag TORSO which permits player to roll body during animation while is running, walking.. I think there are three types of tag, head - torso - legs. But, about this, I'm not sure. Probably other users can give you more detailed suggestions. But, let me know, why use md3, when Nexuiz uses dpm or zym for animated objets and ASE for static objects?
    User avatar
    toneddu2000
    Alien trapper
     
    Posts: 251
    Joined: Mon Mar 09, 2009 7:56 pm
    Location: Italy


  • Does anyone know how a weapon binding point could be defined in a model? Is it a bone with special name or just a fixed position?
    Don't use the force, Luke! Try to think!
    User avatar
    z80
    Advanced member
     
    Posts: 92
    Joined: Sun Jul 26, 2009 7:35 pm
    Location: Russia


  • z80 wrote:Does anyone know how a weapon binding point could be defined in a model? Is it a bone with special name or just a fixed position?

    its bone named "Bip01 R Hand"
    User avatar
    Morphed
    Alien
     
    Posts: 197
    Joined: Tue Feb 28, 2006 10:41 pm
    Location: Poland

Previous


Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest